L L4D2node

CRuleScriptBridge::InitDB

0x0080a480 · 80 bytes · __thiscall

_ZN17CRuleScriptBridge6InitDBEv

Decompiled

undefined (1 param)

/* CRuleScriptBridge::InitDB() */

bool __thiscall CRuleScriptBridge::InitDB(CRuleScriptBridge *this)

{
  int *piVar1;
  int iVar2;
  
  if (*(int *)this == 0) {
    Msg("CRuleScriptBridge initializing...\n");
  }
  else {
    Msg("CRuleScriptBridge was double-initialized: tearing down and rebuilding\n");
    piVar1 = *(int **)this;
    if (piVar1 != (int *)0x0) {
      (**(code **)(*piVar1 + 4))(piVar1);
      *(undefined4 *)this = 0;
    }
  }
  iVar2 = rr2::IResponseDB::CreateDB();
  *(int *)this = iVar2;
  return iVar2 != 0;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)